johnbragg
2018-02-04, 01:12 AM
TLDR: The Bear Shaman is a squishy caster who evolves from a guy who can summon a magic bear at level 1, to a guy with a magical pet bear at levels 2-3, to a guy who forms a composite creature with a bear at level 4-6. The spell list is written to reflect the animal spirit and to be a bare-bones witch-doctor for a savage tribe. The totem spirit grows in power along with the shaman, from 1 to 6 HD. When complete, this chassis can be used to build other Animal Shamans
Purple Text = WIP
HD: d6
Class Skills: The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int per level
Level
BAB
Saves
Special
Spells Per Day
Fort
Ref
Will
1
2
3
1st
+0
+0
+0
+2
Spellcasting, Call on the Spirit
2
-
-
2nd
+1
+0
+0
+3
Walk With the Spirit
3
-
-
3rd
+2
+1
+1
+3
3
2
-
4th
+3
+1
+1
+4
Embrace the Spirit
4
3
-
5th
+3
+1
+1
+4
4
3
2
6th
+4
+2
+2
+5
Capstone SLA
4
4
3
Cantrips: Shamans of Thaum can cast cantrips from their spell list at will.
Spellcasting: Shamans of Thaum can cast spells spontaneously from their entire class spell list. The spells per day and spell levels are shown on the table.
Call on the Spirit: At first level, the Shaman can summon his totem spirit as the spell Summon Nature’s Ally I, except as stated here. This is a spell-like ability. The totem spirit can stay in the material world each day for a total of 1 minute per point of the shaman’s Constitution.
Walk With the Spirit: At second level, the shaman has fully connected the totem spirit to the material world. The Totem Spirit can now come and go from the spirit world to the material world at will. (It is still a full-round action to summon the totem spirit, although dismissing is a free action.) The Totem Spirit can appear wherever the shaman may be on the material plane.
Embrace the Spirit: At fourth level, the shaman and the spirit have bonded to the point where they can combine their forms. They seem to partially dissolve into each other, taking on the Totem Spirit's physical form.
When the shaman and spirit are combined in this way, the shaman occupies the same space as the totem spirit, and is considered incorporeal. The composite creature has access to and uses the better of the two components' attributes, skills, feats and any other qualities of each component. Any hit point damage is suffered by the spirit totem, not by the shaman, with the exception of force attacks directed specifically at the shaman (such as magic missile, or a ghost touch weapon.) The composite being can cast spells as the shaman, or use the Lesser Vigor SLA or the physical attacks of the totem spirit. Forming the composite is a full-round action, while separating into the component parts is a free action.
WIP: I'm okay with the shaman wandering around almost full time as a bear, but there should be some limits. I'm thinking maybe the exhaustion rules for running?
Capstone SLA: Choose one 4th or 5th level spell, with your DMs approval, that fits with the nature of your totem animal. Common choices are Animal Growth, Divine Power, Righteous Might, and Summon Nature’s Ally IV.
Giving the shaman Natural Spell as a class feature seems obvious. It's a meaningless feat tax for Druids, and the shaman loses a lot of spellcasting artillery compared to the entangling, faerie fire-ing, full SNA-slinging, lightning-calling, sleet-storming stone-shaping PHB Druid.
My first thought was to build in an action economy hack for gish synergy, since they are two separate creatures. But the whole point is they're not two separate creatures, so I think being a spellcasting bear is enough without being a spellcasting bear who casts spells and wrecks face in the same round.
Spell List
The shaman can cast spells derived from his connection to his animal totem, as well as a handful of general healing, utility and combat blessings common to tribal spellcasters.
Bear Shaman Spell List:
0: Arcane Strike, Create Water, Detect Poison, Detect Magic, Guidance, Light, Message, Mending, Purify Food and Drink, Resistance
1: Bless, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Enlarge Person, Goodberry, Lesser Vigor, Longstrider, Magic Fang, Pass Without Trace, Speak With Animals, Summon Nature’s Ally I (totem animal) (13)
2: Augury, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Lesser Restoration, Protection from Arrows, Rage, Reduce Animal, Spiritual Weapon, Summon Nature’s Ally II (totem animal) (10)
3: Cure Serious Wounds, Dispel Magic, Greater Magic Fang, Haste, Neutralize Poison, Prayer, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness/Deafness, Summon Nature’s Ally III (totem animal), Vigor (12)
Depending on the totem animal chosen, spells may be added or removed from this list.
Totem Spirit Description
The totem spirit is based on an animal from the SRD well-known to the area, adjusted to grow in power as the shaman gains levels. As well as the normal abilities of an animal of its kind (combat routines, movement modes, senses), the totem spirit can cast Lesser Vigor as an SLA once per day per HD.
The essence of the shaman is his connection to the totem animal of his tribe. This connection takes form in the Totem Spirit. The Totem Spirit is a magical beast based on the animal totem of the tribe, who moves comfortably from the material to the spirit realm and back. At first the Totem Spirit comes only when summoned, but soon becomes an almost constant companion, ultimately developing the ability to physically merge with the shaman, forming one gestalt creature with the strengths of both partners.
The totem spirit grows in power as the shaman advances, having the same number of Hit Dice as the Shaman’s level. If the physical form of the totem spirit is destroyed, it takes 24 hours for the totem spirit to heal. The totem spirit has healing abilities, in the form of one Lesser Vigor SLA per hit die per day. Any debilitating condition (disease, blindness, ability drain, energy drain, petrification, etc) acquired by the totem spirit can be removed by a number of days of rest in the spirit realm equal to the minimum level of a spell that would cure the condition, up to 6 days for the equivalent of a Heal spell. (Relevant spells, like cure disease or remove blindness cast on the totem spirit would also cure the condition).
Special: For spell effects, the Totem Spirit can count as a magical beast, as an animal or as a humanoid or a magical beast. (For example, the shaman could target her totem spirit with Enlarge Person or Reduce Animal.
Note: A bear that can appear and disappear at will, can cast SLAs and sometimes form a gestalt creature with a spellcaster is, very obviously a lowercase-m lowercase-b magical beast. Whether or not it is a capital-M capital-B Magical Beast I don't know. I have still not run all the math on whether or how badly a full-BAB d10 HD gish bear compares to a full-BAB d10 HD mundane humanoid. There is obvious CoDzilla potential.
Totem Spirit (Bear) Advancement Tables
HD
Totem Spirit Monster Entry
1
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6
General: HP 5 (d8+1), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal
Attacks: BAB +0. 2 claws +2 (d4 + 2), Bite -4 (d6 + 1 Str)
Claws +2 to hit (+0 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+0 +2 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +3 Ref +4 Will +1
Base Saves, before modifiers: Fort +2 Ref +2 Will +0
Special: Call on the Spirit, SLA Lesser Vigor 1/day
Skills: Listen +2 (1 rank), Spot +2 (1 rank), Climb +2, Swim +6 (+4 racial)
Feats: Endurance
2
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6
General: HP 11 (2d8+2), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal
Attacks: BAB +1. 2 claws +3 (d4 + 2), Bite -3 (d6 + 1 Str)
Claws +3 to hit (+1 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+1 +1 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +4 Ref +5 Will +1
Base Saves, before modifiers: Fort +3 Ref +3 Will +0
Special: Walk With the Spirit, SLA Lesser Vigor 2/day
Skills: Listen +3 (2 ranks), Spot +3 (2 ranks), Climb +2, Swim +6 (+4 racial)
Feats: Endurance
3
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6
General: HP 19 (3d8+6), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal
Attacks: BAB +2. 2 claws +6 (d4 + 2), Bite -1 (d6 + 1 Str)
Claws +6 to hit (+2 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite -1 to hit (+2 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +5 Ref +4 Will +2
Base Saves, before modifiers: Fort +3 Ref +3 Will +1
Special: Walk With the Spirit, SLA Lesser Vigor 3/day
Skills: Listen +4 (3 ranks), Spot +4 (3 ranks), Climb +6, Swim +8 (+4 racial)
Feats: Endurance, Run
4
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6
General: HP 26 (4d8+8), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal
Attacks: BAB +3. 2 claws +7 (d4 + 2), Bite +0 (d6 + 1 Str)
Claws +7 to hit (+3 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite +0 to hit (+3 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +6 Ref +5 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 4/day
Skills: Listen +5 (4 ranks), Spot +5 (4 ranks), Climb +6, Swim +8 (+4 racial)
Feats: Endurance, Run
5
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6
General: HP 37 (5d8+15), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal
Attacks: BAB +3. 2 claws +9 (d4 + 6), Bite +4 (d6 + 1 Str)
Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +4 to hit (+3 +6 Str -5 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +7 Ref +4 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 5/day
Skills: Listen +6 (5 ranks), Spot +6 (5 ranks), Climb +6, Swim +10 (+4 racial)
Feats: Endurance, Run
6
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6
General: HP 45 (6d8+18), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal
Attacks: BAB +4. 2 claws +10 (d4 + 6), Bite -3 (d6 + 1 Str)
Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +8 to hit (+4 +6 Str -2 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +7 Ref +4 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 5/day
Skills: Listen +7 (6 ranks), Spot +7 (6 ranks), Climb +6, Swim +10 (+4 racial)
Feats: Endurance, Run, Multiattack, Improved Multiattack
Coming Soon, Hopefully
Purple Text = WIP
HD: d6
Class Skills: The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int per level
Level
BAB
Saves
Special
Spells Per Day
Fort
Ref
Will
1
2
3
1st
+0
+0
+0
+2
Spellcasting, Call on the Spirit
2
-
-
2nd
+1
+0
+0
+3
Walk With the Spirit
3
-
-
3rd
+2
+1
+1
+3
3
2
-
4th
+3
+1
+1
+4
Embrace the Spirit
4
3
-
5th
+3
+1
+1
+4
4
3
2
6th
+4
+2
+2
+5
Capstone SLA
4
4
3
Cantrips: Shamans of Thaum can cast cantrips from their spell list at will.
Spellcasting: Shamans of Thaum can cast spells spontaneously from their entire class spell list. The spells per day and spell levels are shown on the table.
Call on the Spirit: At first level, the Shaman can summon his totem spirit as the spell Summon Nature’s Ally I, except as stated here. This is a spell-like ability. The totem spirit can stay in the material world each day for a total of 1 minute per point of the shaman’s Constitution.
Walk With the Spirit: At second level, the shaman has fully connected the totem spirit to the material world. The Totem Spirit can now come and go from the spirit world to the material world at will. (It is still a full-round action to summon the totem spirit, although dismissing is a free action.) The Totem Spirit can appear wherever the shaman may be on the material plane.
Embrace the Spirit: At fourth level, the shaman and the spirit have bonded to the point where they can combine their forms. They seem to partially dissolve into each other, taking on the Totem Spirit's physical form.
When the shaman and spirit are combined in this way, the shaman occupies the same space as the totem spirit, and is considered incorporeal. The composite creature has access to and uses the better of the two components' attributes, skills, feats and any other qualities of each component. Any hit point damage is suffered by the spirit totem, not by the shaman, with the exception of force attacks directed specifically at the shaman (such as magic missile, or a ghost touch weapon.) The composite being can cast spells as the shaman, or use the Lesser Vigor SLA or the physical attacks of the totem spirit. Forming the composite is a full-round action, while separating into the component parts is a free action.
WIP: I'm okay with the shaman wandering around almost full time as a bear, but there should be some limits. I'm thinking maybe the exhaustion rules for running?
Capstone SLA: Choose one 4th or 5th level spell, with your DMs approval, that fits with the nature of your totem animal. Common choices are Animal Growth, Divine Power, Righteous Might, and Summon Nature’s Ally IV.
Giving the shaman Natural Spell as a class feature seems obvious. It's a meaningless feat tax for Druids, and the shaman loses a lot of spellcasting artillery compared to the entangling, faerie fire-ing, full SNA-slinging, lightning-calling, sleet-storming stone-shaping PHB Druid.
My first thought was to build in an action economy hack for gish synergy, since they are two separate creatures. But the whole point is they're not two separate creatures, so I think being a spellcasting bear is enough without being a spellcasting bear who casts spells and wrecks face in the same round.
Spell List
The shaman can cast spells derived from his connection to his animal totem, as well as a handful of general healing, utility and combat blessings common to tribal spellcasters.
Bear Shaman Spell List:
0: Arcane Strike, Create Water, Detect Poison, Detect Magic, Guidance, Light, Message, Mending, Purify Food and Drink, Resistance
1: Bless, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Enlarge Person, Goodberry, Lesser Vigor, Longstrider, Magic Fang, Pass Without Trace, Speak With Animals, Summon Nature’s Ally I (totem animal) (13)
2: Augury, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Lesser Restoration, Protection from Arrows, Rage, Reduce Animal, Spiritual Weapon, Summon Nature’s Ally II (totem animal) (10)
3: Cure Serious Wounds, Dispel Magic, Greater Magic Fang, Haste, Neutralize Poison, Prayer, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness/Deafness, Summon Nature’s Ally III (totem animal), Vigor (12)
Depending on the totem animal chosen, spells may be added or removed from this list.
Totem Spirit Description
The totem spirit is based on an animal from the SRD well-known to the area, adjusted to grow in power as the shaman gains levels. As well as the normal abilities of an animal of its kind (combat routines, movement modes, senses), the totem spirit can cast Lesser Vigor as an SLA once per day per HD.
The essence of the shaman is his connection to the totem animal of his tribe. This connection takes form in the Totem Spirit. The Totem Spirit is a magical beast based on the animal totem of the tribe, who moves comfortably from the material to the spirit realm and back. At first the Totem Spirit comes only when summoned, but soon becomes an almost constant companion, ultimately developing the ability to physically merge with the shaman, forming one gestalt creature with the strengths of both partners.
The totem spirit grows in power as the shaman advances, having the same number of Hit Dice as the Shaman’s level. If the physical form of the totem spirit is destroyed, it takes 24 hours for the totem spirit to heal. The totem spirit has healing abilities, in the form of one Lesser Vigor SLA per hit die per day. Any debilitating condition (disease, blindness, ability drain, energy drain, petrification, etc) acquired by the totem spirit can be removed by a number of days of rest in the spirit realm equal to the minimum level of a spell that would cure the condition, up to 6 days for the equivalent of a Heal spell. (Relevant spells, like cure disease or remove blindness cast on the totem spirit would also cure the condition).
Special: For spell effects, the Totem Spirit can count as a magical beast, as an animal or as a humanoid or a magical beast. (For example, the shaman could target her totem spirit with Enlarge Person or Reduce Animal.
Note: A bear that can appear and disappear at will, can cast SLAs and sometimes form a gestalt creature with a spellcaster is, very obviously a lowercase-m lowercase-b magical beast. Whether or not it is a capital-M capital-B Magical Beast I don't know. I have still not run all the math on whether or how badly a full-BAB d10 HD gish bear compares to a full-BAB d10 HD mundane humanoid. There is obvious CoDzilla potential.
Totem Spirit (Bear) Advancement Tables
HD
Totem Spirit Monster Entry
1
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6
General: HP 5 (d8+1), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal
Attacks: BAB +0. 2 claws +2 (d4 + 2), Bite -4 (d6 + 1 Str)
Claws +2 to hit (+0 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+0 +2 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +3 Ref +4 Will +1
Base Saves, before modifiers: Fort +2 Ref +2 Will +0
Special: Call on the Spirit, SLA Lesser Vigor 1/day
Skills: Listen +2 (1 rank), Spot +2 (1 rank), Climb +2, Swim +6 (+4 racial)
Feats: Endurance
2
Abilities: Str 15 Dex 15 Con 13 Int 2 Wis 12 Cha 6
General: HP 11 (2d8+2), AC 13 (+2 Dex +1 NA), Speed 40, Medium Animal
Attacks: BAB +1. 2 claws +3 (d4 + 2), Bite -3 (d6 + 1 Str)
Claws +3 to hit (+1 BAB + 2 Str), d4 + 2 damage (d4 + 2 Str), Bite -3 to hit (+1 +1 Str -5 secondary), d6 + 1 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +4 Ref +5 Will +1
Base Saves, before modifiers: Fort +3 Ref +3 Will +0
Special: Walk With the Spirit, SLA Lesser Vigor 2/day
Skills: Listen +3 (2 ranks), Spot +3 (2 ranks), Climb +2, Swim +6 (+4 racial)
Feats: Endurance
3
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6
General: HP 19 (3d8+6), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal
Attacks: BAB +2. 2 claws +6 (d4 + 2), Bite -1 (d6 + 1 Str)
Claws +6 to hit (+2 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite -1 to hit (+2 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +5 Ref +4 Will +2
Base Saves, before modifiers: Fort +3 Ref +3 Will +1
Special: Walk With the Spirit, SLA Lesser Vigor 3/day
Skills: Listen +4 (3 ranks), Spot +4 (3 ranks), Climb +6, Swim +8 (+4 racial)
Feats: Endurance, Run
4
Abilities: Str 19 Dex 13 Con 15 Int 2 Wis 12 Cha 6
General: HP 26 (4d8+8), AC 13 (+1 Dex +2 NA), Speed 40, Medium Animal
Attacks: BAB +3. 2 claws +7 (d4 + 2), Bite +0 (d6 + 1 Str)
Claws +7 to hit (+3 BAB + 4 Str), d4 + 4 damage (d4 + 4 Str), Bite +0 to hit (+3 +2 Str -5 secondary), d6 + 2 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +6 Ref +5 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 4/day
Skills: Listen +5 (4 ranks), Spot +5 (4 ranks), Climb +6, Swim +8 (+4 racial)
Feats: Endurance, Run
5
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6
General: HP 37 (5d8+15), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal
Attacks: BAB +3. 2 claws +9 (d4 + 6), Bite +4 (d6 + 1 Str)
Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +4 to hit (+3 +6 Str -5 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +7 Ref +4 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 5/day
Skills: Listen +6 (5 ranks), Spot +6 (5 ranks), Climb +6, Swim +10 (+4 racial)
Feats: Endurance, Run
6
Abilities: Str 23 Dex 11 Con 17 Int 2 Wis 12 Cha 6
General: HP 45 (6d8+18), AC 13 (+0 Dex +3 NA), Speed 40, Medium Animal
Attacks: BAB +4. 2 claws +10 (d4 + 6), Bite -3 (d6 + 1 Str)
Claws +10 to hit (+4 BAB + 6 Str), d4 + 6 damage (d4 + 6 Str), Bite +8 to hit (+4 +6 Str -2 secondary), d6 + 3 damage
Bite is a secondary attack at -5, gets ½ Strength bonus to damage
Saves: Fort +7 Ref +4 Will +2
Base Saves, before modifiers: Fort +4 Ref +4 Will +1
Special: Embrace the Spirit, SLA Lesser Vigor 5/day
Skills: Listen +7 (6 ranks), Spot +7 (6 ranks), Climb +6, Swim +10 (+4 racial)
Feats: Endurance, Run, Multiattack, Improved Multiattack
Coming Soon, Hopefully